163 lines
4.9 KiB
C#
163 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class Barrel
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{
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public PVecInt TurretSpaceOffset; // position in turret space
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public PVecInt ScreenSpaceOffset; // screen-space hack to make things line up good.
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public int Facing; // deviation from turret facing
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}
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public class Turret
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{
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public float Recoil = 0.0f; // remaining recoil
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public float RecoilRecovery = 0.2f; // recoil recovery rate
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public PVecInt UnitSpacePosition; // where, in the unit's local space.
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public PVecInt ScreenSpacePosition; // screen-space hack to make things line up good.
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public Turret(int[] offset, float recoilRecovery)
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{
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ScreenSpacePosition = (PVecInt) offset.AbsOffset().ToInt2();
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UnitSpacePosition = (PVecInt) offset.RelOffset().ToInt2();
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RecoilRecovery = recoilRecovery;
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}
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public Turret(int[] offset) : this(offset, 0) {}
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}
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public class Weapon
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{
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public WeaponInfo Info;
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public int FireDelay = 0; // time (in frames) until the weapon can fire again
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public int Burst = 0; // burst counter
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public int Recoil = 0;
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public Barrel[] Barrels; // where projectiles are spawned, in local turret space.
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public Turret Turret; // where this weapon is mounted -- possibly shared
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public Weapon(string weaponName, Turret turret, int[] localOffset, int recoil)
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{
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Info = Rules.Weapons[weaponName.ToLowerInvariant()];
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Burst = Info.Burst;
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Turret = turret;
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Recoil = recoil;
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var barrels = new List<Barrel>();
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for (var i = 0; i < localOffset.Length / 5; i++)
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barrels.Add(new Barrel
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{
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TurretSpaceOffset = new PVecInt(localOffset[5 * i], localOffset[5 * i + 1]),
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ScreenSpaceOffset = new PVecInt(localOffset[5 * i + 2], localOffset[5 * i + 3]),
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Facing = localOffset[5 * i + 4]
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});
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// if no barrels specified, the default is "turret position; turret facing".
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if (barrels.Count == 0)
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barrels.Add(new Barrel { TurretSpaceOffset = PVecInt.Zero, ScreenSpaceOffset = PVecInt.Zero, Facing = 0 });
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Barrels = barrels.ToArray();
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}
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public bool IsReloading { get { return FireDelay > 0; } }
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public void Tick()
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{
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if (FireDelay > 0) --FireDelay;
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Turret.Recoil = Math.Max(0f, Turret.Recoil - Turret.RecoilRecovery);
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}
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public bool IsValidAgainst(World world, Target target)
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{
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if( target.IsActor )
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return Combat.WeaponValidForTarget( Info, target.Actor );
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else
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return Combat.WeaponValidForTarget( Info, world, target.CenterLocation.ToCPos() );
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}
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public void FiredShot()
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{
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Turret.Recoil = this.Recoil;
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if (--Burst > 0)
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FireDelay = Info.BurstDelay;
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else
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{
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FireDelay = Info.ROF;
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Burst = Info.Burst;
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}
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}
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public void CheckFire(Actor self, AttackBase attack, IMove move, IFacing facing, Target target)
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{
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if (FireDelay > 0) return;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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if (!Combat.IsInRange(self.CenterLocation, Info.Range, target)) return;
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if (Combat.IsInRange(self.CenterLocation, Info.MinRange, target)) return;
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if (!IsValidAgainst(self.World, target)) return;
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var barrel = Barrels[Burst % Barrels.Length];
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var destMove = target.IsActor ? target.Actor.TraitOrDefault<IMove>() : null;
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var turreted = self.TraitOrDefault<Turreted>();
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var args = new ProjectileArgs
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{
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weapon = Info,
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firedBy = self,
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target = target,
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src = (self.CenterLocation + (PVecInt)Combat.GetBarrelPosition(self, facing, Turret, barrel).ToInt2()),
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srcAltitude = move != null ? move.Altitude : 0,
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dest = target.CenterLocation,
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destAltitude = destMove != null ? destMove.Altitude : 0,
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facing = barrel.Facing +
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(turreted != null ? turreted.turretFacing :
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facing != null ? facing.Facing : Util.GetFacing(target.CenterLocation - self.CenterLocation, 0)),
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firepowerModifier = self.TraitsImplementing<IFirepowerModifier>()
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.Select(a => a.GetFirepowerModifier())
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.Product()
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};
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attack.ScheduleDelayedAction( attack.FireDelay( self, target, self.Info.Traits.Get<AttackBaseInfo>() ), () =>
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{
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if (args.weapon.Projectile != null)
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{
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var projectile = args.weapon.Projectile.Create(args);
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if (projectile != null)
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self.World.Add(projectile);
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if (args.weapon.Report != null && args.weapon.Report.Any())
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Sound.Play(args.weapon.Report.Random(self.World.SharedRandom) + ".aud", self.CenterLocation);
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}
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});
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foreach (var na in self.TraitsImplementing<INotifyAttack>())
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na.Attacking(self, target);
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FiredShot();
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}
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}
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}
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